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author hop311 <hop3114@gmail.com>2023-11-08 23:24:21 +0100
committer hop311 <hop3114@gmail.com>2023-11-16 00:24:28 +0100
commitbc0b3c61ae0b742da304cada451fba1df72bb0ad (patch)
tree047968e7ea8189ad8391dcabbd09fee1d8cdc30c /extension/src/openvic-extension/singletons/GameSingleton.hpp
parent72d893d55d26ae9dc6739a853d1773b3cb286123 (diff)
GUI elements -> Godot UI nodes generator
Diffstat (limited to 'extension/src/openvic-extension/singletons/GameSingleton.hpp')
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.hpp129
1 files changed, 129 insertions, 0 deletions
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.hpp b/extension/src/openvic-extension/singletons/GameSingleton.hpp
new file mode 100644
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--- /dev/null
+++ b/extension/src/openvic-extension/singletons/GameSingleton.hpp
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+#pragma once
+
+#include <godot_cpp/classes/control.hpp>
+#include <godot_cpp/classes/image_texture.hpp>
+#include <godot_cpp/classes/texture2d_array.hpp>
+
+#include <openvic-simulation/GameManager.hpp>
+#include <openvic-simulation/dataloader/Dataloader.hpp>
+
+#include "openvic-extension/UIAdapter.hpp"
+
+namespace OpenVic {
+
+ class GameSingleton : public godot::Object {
+ GDCLASS(GameSingleton, godot::Object)
+
+ inline static GameSingleton* singleton = nullptr;
+
+ GameManager game_manager;
+ Dataloader dataloader;
+
+ godot::Vector2i image_subdivisions;
+ godot::Ref<godot::Texture2DArray> province_shape_texture;
+ godot::Ref<godot::Image> province_colour_image;
+ godot::Ref<godot::ImageTexture> province_colour_texture;
+ Mapmode::index_t mapmode_index = 0;
+ godot::Ref<godot::Texture2DArray> terrain_texture;
+
+ godot::Error _generate_terrain_texture_array();
+ godot::Error _load_map_images(bool flip_vertical = false);
+
+ godot::Error _load_terrain_variants_compatibility_mode(godot::String const& terrain_texturesheet_path);
+
+ /* Generate the province_colour_texture from the current mapmode.
+ */
+ godot::Error _update_colour_image();
+ void _on_state_updated();
+
+ protected:
+ static void _bind_methods();
+
+ public:
+
+ godot::Control* generate_gui(godot::String const& gui_file, godot::String const& gui_element);
+ GFX::Sprite const* get_gfx_sprite(godot::String const& sprite_name) const;
+
+ static void draw_pie_chart(
+ godot::Ref<godot::Image> image, godot::Array const& stopAngles, godot::Array const& colours, float radius,
+ godot::Vector2 shadow_displacement, float shadow_tightness, float shadow_radius, float shadow_thickness,
+ godot::Color trim_colour, float trim_size, float gradient_falloff, float gradient_base, bool donut,
+ bool donut_inner_trim, float donut_inner_radius
+ );
+
+ static godot::Ref<godot::Image> load_image(godot::String const& path);
+
+ static GameSingleton* get_singleton();
+
+ GameSingleton();
+ ~GameSingleton();
+
+ static void setup_logger();
+
+ Dataloader const& get_dataloader() const;
+
+ /* Load the game's defines in compatiblity mode from the filepath
+ * pointing to the defines folder.
+ */
+ godot::Error load_defines_compatibility_mode(godot::PackedStringArray const& file_paths);
+
+ static godot::String search_for_game_path(godot::String hint_path = {});
+
+ godot::String lookup_file(godot::String const& path) const;
+
+ /* Post-load/restart game setup - reset the game to post-load state
+ * and (re)generate starting data, e.g. buildings.
+ */
+ godot::Error setup_game();
+
+ int32_t get_province_index_from_uv_coords(godot::Vector2 const& coords) const;
+
+ /* Get info to display in Province Overview Panel, packaged in
+ * a Dictionary using StringName constants as keys.
+ */
+ godot::Dictionary get_province_info_from_index(int32_t index) const;
+
+ int32_t get_width() const;
+ int32_t get_height() const;
+ float get_aspect_ratio() const;
+
+ /* The cosmetic terrain textures stored in a Texture2DArray.
+ */
+ godot::Ref<godot::Texture> get_terrain_texture() const;
+
+ /* Number of (vertical, horizontal) subdivisions the province shape image
+ * was split into when making the province_shape_texture to ensure no
+ * piece had a dimension greater than 16383.
+ */
+ godot::Vector2i get_province_shape_image_subdivisions() const;
+
+ /* The map, encoded in RGB8 with RG representing province index and B representing terrain texture.
+ * To support a wider range of GPUs, the image is divided so that no piece has a dimension
+ * greater than 16383 and the pieces are stored in a Texture2DArray.
+ */
+ godot::Ref<godot::Texture> get_province_shape_texture() const;
+
+ /* The colour each province should be tinted, arranged in
+ * index order into a 256x256 RGB8 texture.
+ */
+ godot::Ref<godot::Texture> get_province_colour_texture() const;
+
+ int32_t get_mapmode_count() const;
+ godot::String get_mapmode_identifier(int32_t index) const;
+ godot::Error set_mapmode(godot::String const& identifier);
+ int32_t get_selected_province_index() const;
+ void set_selected_province(int32_t index);
+
+ godot::Error expand_building(int32_t province_index, godot::String const& building_type_identifier);
+
+ void set_paused(bool paused);
+ void toggle_paused();
+ bool is_paused() const;
+ void increase_speed();
+ void decrease_speed();
+ bool can_increase_speed() const;
+ bool can_decrease_speed() const;
+ godot::String get_longform_date() const;
+ void try_tick();
+ };
+}